If this could be built-in, that would be a game changer, IMO. You know, presets of common roofs, siding, and other building materials like tiles. Who can I bribe to implement this, like today!
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Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
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Actually if you have any suggestions or links for commonly used roofing or siding styles that would be invaluable for your work let me know. You can send them to paul@itoosoft.com. Thanks!Paul Roberts
Training Manager - iToo Software
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Great! Thanks for all you guys do. I don't own RailClone yet, but just about all the guys here swear by it.Originally posted by Paul Roberts View PostActually if you have any suggestions or links for commonly used roofing or siding styles that would be invaluable for your work let me know. You can send them to paul@itoosoft.com. Thanks!Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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I'm using BF+BF and if I remember correctly, I'm using 1/36 .008
It would be nice to be able to see your settings while rendering, unless you can and I don't know about it. You can forget a lot in 20 hoursBobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Larger bucket size and maybe increase your dynamic memory limit? If you turn off displacement in the render globals and run it again is it faster? You might be choking vray by not giving it enough memory for all the dynamic stuff to generate nin so it might be continuously doing a portion of the displacement and having to throw it out, which is a tad inefficient.
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Originally posted by joconnell View PostLarger bucket size and maybe increase your dynamic memory limit? If you turn off displacement in the render globals and run it again is it faster? You might be choking vray by not giving it enough memory for all the dynamic stuff to generate nin so it might be continuously doing a portion of the displacement and having to throw it out, which is a tad inefficient.Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Always using RailClone for roofs and etc. It is just awesome for any kind of repeating geometry , do not see any reason to use displacement here to be honest.Available for remote work.
My LinkedIn: https://www.linkedin.com/in/olegbudeanu/
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What would be a dream is being able to drive geometry with a displace map, permanently, and not just at render time.
Bobby Parker www.bobby-parker.comBobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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Originally posted by glorybound View PostWhat would be a dream is being able to drive geometry with a displace map, permanently, and not just at render time.
Bobby Parker www.bobby-parker.comAvailable for remote work.
My LinkedIn: https://www.linkedin.com/in/olegbudeanu/
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So, it exists? Why hasn't anyone recommended this as an option? Does it not work well? I would try, but my computer is a little busy right now
Originally posted by Oleg_Budeanu View Post3dsmax displacement modifier ?Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- Windows 11 Pro
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yes max displace is useful in limited situations, but youd need to subdivide your roof geometry into about 10 billion polygons to get a clean result ( the displace modifier just pushes and pulls whatever mesh you give it, based on a map. so to get crisp edges youd need a stupid base mesh.)
there was talk a while ago about getting the option to export the result of the vraydisplacement as a vrmesh.. this should not be hard to implement since the code for rt gpu already builds the whole displacement mesh to send to the gpu..
i dont know if that feature was ever added to "the list"
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